﻿using LFloatMath.Math;

namespace IQIGame.Onigao.GamePlay
{
    public partial class BattleConst
    {
        public const int MaxRound = 20;
        public const int StartRound = 1;
        public const int StrikeRound = 0;
        
        public const int TeamRedIndex = 0;
        public const int TeamBlueIndex = 1;

        public const int SkillCastNum = 5;
        
        /// <summary>
        /// 弱点击破状态持续回合数
        /// </summary>
        public const int WeaknessBreakRound = 2;

        public static LFloat WeaknessDamageRate => new LFloat(true, 2L * LFloat.Precision);

        public static int WeaknessBreakSpRecover => 2;
        public static int RoundStartSpRecover => 16;
        #region 技能过程中参数传递的key

        public const int RealCure = 0;
        public const int CureOut = 1;
        public const int FinalDamage = 2;
        public const int Crit = 3;
        public const int TargetNum = 4;
        #endregion

        // public const int mapWidth = 30;
        
        public static LVector2 SelfForward => LVector2.right;
        public static LVector2 EnemyForward => LVector2.left;

        public const int CommonFlankRange = 45;
        public const int CommonBackRange = 120;
    }
}